This presentation was given to a group of librarians. The purpose of the presentation is to describe the boomer/gamer knowledge gap and explore ways in which librarians can help to bridge that gap. The questions within the presentation were for an audience response software TurninPoint.
Visit to a blind student's school🧑🦯🧑🦯(community medicine)
Bridging the Boomer/Gamer Knowledge Gap in the Library
1. Bridging the Boomer/Gamer Knowledge Gap: The Library as a way across! Karl M. Kapp, Ed.D., CFPIM, CIRM Assistant Director Institute for Interactive Technologies Bloomsburg University
8. Use the menu button to turn on Then a menu will appear Send User Data Presentation Test/Homework Change Channel Use yes Button to Scroll to “Presentation” Then Press the menu button again. Then “Presentation Mode” will appear.
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17. Digital Immigrants Digital Natives Boomers Generation X Gamer 3.0 Millennials Neo-Millennials Nexters Greatest Generation Gen-Y GAP Gamer 4.0 Gamer 2.0 Gamer 1.0
32. Kids ages 8-10 play video games for about one hour every day. Digital divisions. Report by the Pew /Internet: Pew Internet & American Life . US Department of Commerce 87% of 8- to 17-year old children play video games at home. Male teenagers play 13 hours of console video games a week .
33. Females play 5 hours a week of console games. They make up the majority of PC gamers at 63%. Almost 43% of the gamers are female.
34. 70 percent of the players of The Sims are women under age 25 Unfortunately, this game highlights a sexist stereotype Hottest selling kid’s PC game from May 2004 to July 2006 was Princess Fashion Boutique
35. Nathan, stop listening to music, turn off the computer, turn off the TV… and start studying. I am Studying!
38. Instant and Text Messaging Snail mail: “something you use to talk to ‘old people,’ institutions, or to send complex instructions to large groups.” In other words “Email” Lenhart, Maddden, Hitlin (2005) Teens and Technology: Youth are Leading the Transition to a Fully Wired and Mobile Nation. Pew Internet and American Life Project.
39. 32 MB 4 MB DRAM 333 MHz Increasing Power of Gadgets Capability Block II Apollo Guidance Computer AGC PlayStation Portable PSP Memory 36,864 words of ROM Storage 2,048 words of RAM Clock Speed 2.048 MHz
48. Gamer 2.0 Should I shoot the aliens on the end or in the middle or all the bottom aliens first? How long do I have to shoot before an alien shoots at me? What is the pattern these aliens are following?
86. http://karlkapp.blogspot.com/2007/05/accidental-learning-and-power-of.html Researchers have found that the human brain has a natural affinity for narrative construction. Yep, People tend to remember facts more accurately if they encounter them in a story rather than in a list. And they rate legal arguments as more convincing when built into narrative tales rather than on legal precedent.
A majority of all teenagers, 84%, report owning at least one personal media device: a desktop computer, laptop computer, a cell phone and/or a Personal Digital Assistant (PDA). As many as 44% say they have two or more devices,
Various games and the problems the gamers had to solve.
Various games and the problems the gamers had to solve.
They want a challenge, work virtually and can handle multiple tasking
Given a choice between a droning classroom lecture or a videogame, the best method for teaching Generation Y was obvious. "It is clear that our new workforce is very comfortable with this approach," says Bruce Bennett, chief of the analysis-training branch at the DIA's Joint Military Intelligence Training Center... The games themselves are actually a surprisingly clever and occasionally surreal blend of education, humor and intellectual challenge, aimed at teaching the player how to think.... The games put the player into the shoes of a young, eager but sometimes hapless DIA analyst... Intelligence videogames are an example of the way in which the government's training methods are changing. Traditional decision-making exercises have been done through the classroom BOGSAT (Bunch of Guys Sitting Around a Table). But videogame technology offers the possibility of running long-distance exercises with human- and computer-controlled avatars.
Paxton Galvanek, a twenty-eight year-old helped rescue two victims from an overturned SUV on the shoulder of a North Carolina interstate. As the first one on the scene, Galvanek safely removed both individuals from the smoking vehicle and properly assessed and treated their wounds, which included bruises, scrapes, head trauma and the loss of two fingers. His medical background? None - other than what he's learned playing as a medic in the computer game America's Army.
90 million gamers who think, act and behave differently than the existing workforce. 87% of 8- to 17-year old children play video games at home.